Gladinia
Well, who else
The year is 8 AM*. It is the dawn of Magecraft and Civilization as we will know it. Sorceresses and wizards and magi in all lands are at last beginning to harness the untold power of magic, but even the greatest of the diviners, necromancers and oracles cannot see the future...
In this NES you will not have standard armies such as spearmen or archers. You will have different sorts of mages such as 30 Wind mages, 20 Mana mages, 10 Chaos mages, and a secondary part of the army, the allies called by the mages. Battles will depend heavily on you writing tactics, and a little bit upon terrain, use of terrain ie. I will do most of the casualties, wins, surrenderers etc.
Instead of trade routes, you can build magic gateways into the other land. It is not advised to make war on the people that you have a gateway to.
Gateways are not easily destroyed
When you want to expand, tell me, and i will edit it into a map. Expansion rates differ from time to time.
Economy is replaced by Country Mana. This represents the amount of tappable mana in your holdings. This affects the amount of mages you can recruit, and how they do in battle. Country Mana will be replenished after time, but usually your mages will use it faster than it replenishes. It will grow when you expand into new lands. It will grow by a lot with certain random events that I will deal out.
Mage recruitment per turn is maximum of 5 for 1 Country mana. Your country mana does not get drained!
You can build mage schools for mages, or you may recruit some types of mages from the countryside, or just wait for them to turn up by paying mages well in your army. Mages are very greedy.
You can of course build cities, roads, wonders etc. It's up to you.
Here is a short list of mage types. Feel free to invent some yourselves, but please make them realistic. If they are too unrealistic, I can veto them.
Fire
Water
Earth
Wind
Mana
Life
Chaos
Nature
Meta
Divination
Conveyance
Summoning
Illusion
Animal
Death
You can combine several of these, for example: Fire+Wind+Animal+Nature=Summons Dragons
or: Conveyance+Death+Summoning=Portal to the netherworld. Summons undead.
The army will be in two parts; the mages and the things they summon, make etc.
*8 After Magic.
In this NES you will not have standard armies such as spearmen or archers. You will have different sorts of mages such as 30 Wind mages, 20 Mana mages, 10 Chaos mages, and a secondary part of the army, the allies called by the mages. Battles will depend heavily on you writing tactics, and a little bit upon terrain, use of terrain ie. I will do most of the casualties, wins, surrenderers etc.
Instead of trade routes, you can build magic gateways into the other land. It is not advised to make war on the people that you have a gateway to.
Gateways are not easily destroyed
When you want to expand, tell me, and i will edit it into a map. Expansion rates differ from time to time.
Economy is replaced by Country Mana. This represents the amount of tappable mana in your holdings. This affects the amount of mages you can recruit, and how they do in battle. Country Mana will be replenished after time, but usually your mages will use it faster than it replenishes. It will grow when you expand into new lands. It will grow by a lot with certain random events that I will deal out.
Mage recruitment per turn is maximum of 5 for 1 Country mana. Your country mana does not get drained!
You can build mage schools for mages, or you may recruit some types of mages from the countryside, or just wait for them to turn up by paying mages well in your army. Mages are very greedy.
You can of course build cities, roads, wonders etc. It's up to you.
Here is a short list of mage types. Feel free to invent some yourselves, but please make them realistic. If they are too unrealistic, I can veto them.
Fire
Water
Earth
Wind
Mana
Life
Chaos
Nature
Meta
Divination
Conveyance
Summoning
Illusion
Animal
Death
You can combine several of these, for example: Fire+Wind+Animal+Nature=Summons Dragons
or: Conveyance+Death+Summoning=Portal to the netherworld. Summons undead.
The army will be in two parts; the mages and the things they summon, make etc.
*8 After Magic.